btSolve2LinearConstraint.h
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00001 /*
00002 Bullet Continuous Collision Detection and Physics Library
00003 Copyright (c) 2003-2006 Erwin Coumans  http://continuousphysics.com/Bullet/
00004 
00005 This software is provided 'as-is', without any express or implied warranty.
00006 In no event will the authors be held liable for any damages arising from the use of this software.
00007 Permission is granted to anyone to use this software for any purpose, 
00008 including commercial applications, and to alter it and redistribute it freely, 
00009 subject to the following restrictions:
00010 
00011 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
00012 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
00013 3. This notice may not be removed or altered from any source distribution.
00014 */
00015 
00016 #ifndef BT_SOLVE_2LINEAR_CONSTRAINT_H
00017 #define BT_SOLVE_2LINEAR_CONSTRAINT_H
00018 
00019 #include "LinearMath/btMatrix3x3.h"
00020 #include "LinearMath/btVector3.h"
00021 
00022 
00023 class btRigidBody;
00024 
00025 
00026 
00028 class   btSolve2LinearConstraint
00029 {
00030         btScalar        m_tau;
00031         btScalar        m_damping;
00032 
00033 public:
00034 
00035         btSolve2LinearConstraint(btScalar tau,btScalar damping)
00036         {
00037                 m_tau = tau;
00038                 m_damping = damping;
00039         }
00040         //
00041         // solve unilateral constraint (equality, direct method)
00042         //
00043         void resolveUnilateralPairConstraint(           
00044                                                                                                                    btRigidBody* body0,
00045                 btRigidBody* body1,
00046 
00047                 const btMatrix3x3& world2A,
00048                                                 const btMatrix3x3& world2B,
00049                                                 
00050                                                 const btVector3& invInertiaADiag,
00051                                                 const btScalar invMassA,
00052                                                 const btVector3& linvelA,const btVector3& angvelA,
00053                                                 const btVector3& rel_posA1,
00054                                                 const btVector3& invInertiaBDiag,
00055                                                 const btScalar invMassB,
00056                                                 const btVector3& linvelB,const btVector3& angvelB,
00057                                                 const btVector3& rel_posA2,
00058 
00059                                           btScalar depthA, const btVector3& normalA, 
00060                                           const btVector3& rel_posB1,const btVector3& rel_posB2,
00061                                           btScalar depthB, const btVector3& normalB, 
00062                                           btScalar& imp0,btScalar& imp1);
00063 
00064 
00065         //
00066         // solving 2x2 lcp problem (inequality, direct solution )
00067         //
00068         void resolveBilateralPairConstraint(
00069                         btRigidBody* body0,
00070                                                 btRigidBody* body1,
00071                 const btMatrix3x3& world2A,
00072                                                 const btMatrix3x3& world2B,
00073                                                 
00074                                                 const btVector3& invInertiaADiag,
00075                                                 const btScalar invMassA,
00076                                                 const btVector3& linvelA,const btVector3& angvelA,
00077                                                 const btVector3& rel_posA1,
00078                                                 const btVector3& invInertiaBDiag,
00079                                                 const btScalar invMassB,
00080                                                 const btVector3& linvelB,const btVector3& angvelB,
00081                                                 const btVector3& rel_posA2,
00082 
00083                                           btScalar depthA, const btVector3& normalA, 
00084                                           const btVector3& rel_posB1,const btVector3& rel_posB2,
00085                                           btScalar depthB, const btVector3& normalB, 
00086                                           btScalar& imp0,btScalar& imp1);
00087 
00088 /*
00089         void resolveAngularConstraint(  const btMatrix3x3& invInertiaAWS,
00090                                                 const btScalar invMassA,
00091                                                 const btVector3& linvelA,const btVector3& angvelA,
00092                                                 const btVector3& rel_posA1,
00093                                                 const btMatrix3x3& invInertiaBWS,
00094                                                 const btScalar invMassB,
00095                                                 const btVector3& linvelB,const btVector3& angvelB,
00096                                                 const btVector3& rel_posA2,
00097 
00098                                           btScalar depthA, const btVector3& normalA, 
00099                                           const btVector3& rel_posB1,const btVector3& rel_posB2,
00100                                           btScalar depthB, const btVector3& normalB, 
00101                                           btScalar& imp0,btScalar& imp1);
00102 
00103 */
00104 
00105 };
00106 
00107 #endif //BT_SOLVE_2LINEAR_CONSTRAINT_H
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bullet
Author(s): Erwin Coumans, ROS package maintained by Tully Foote
autogenerated on Wed Oct 31 2012 07:54:31